Base Class: Rogue
"Woops"
- Some guy
As the ocean's tides ebb and flow, so too does luck around you. Chaos and confusion follow you, seemingly impossible things occur around you. Despite the disarry that fills your life, you have found ways to cope, whether through your own inginuity or through the grace of some divine being, around you, your life seems to find a way to work itself out. Though Fools tend to experience greater failures than others, their failures tend to lead to greater successes. Fools live a strange life, one that is never boring.
NOTE:
This subclass is intended for incredibly zainy and outlandish scenarios, as such it may not fit within every game. Please consult with not only your DM but your fellow players before choosing this subclass as it may impact everyone at the table, though hopefully the ridiculousness will be at least somewhat entertaining to everyone.
Critical Failure
Starting when you choose this archetype at the 3rd level, your bad luck far exceeds the bad luck others often experience.
When you roll a 1 on the d20 for an ability check, saving throw, or attack roll, you suffer a Critical Failure. You do not add your modifiers to the roll and you roll a d20, consulting the Critical Failure table to determine the effects of the critical failure, alternatively the DM can narate an appropriate outcome that is not listed in place of the outcome rolled. If the outcome requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Charisma modifier.
Critical Failure table
|
d20 |
Outcome |
d20 |
Outcome |
|
1 |
Lightning strikes your space. You and any other creature in your space must roll a Dexterity saving throw, taking 3d8 lightning damage on a failure or half on a success. |
11 |
Sap, honey, or some other sticky substance appears in your space, sticking you to the ground until the start of your next turn. Any creature in your space, including yourself, has their speed reduced to 0 and has disadvantage on Dexterity saving throws while the stickiness remains. |
|
2 |
Through a series of outlandish occurrences, your face becomes coated in some kind of powder or similar substance, causing you to appear as though you have an extravagant amount of makeup on. |
12 |
A small furry animal leaps out of the shadows, grabs your coin pouch and runs away with 5 of your highest value coins. |
|
3 |
A nearby chef’s latest creation ignites in flame, burning and ruining the meal. |
13 |
A highly affluent bard finishes composing an epic about you and your adventures, though you remain unnamed. This epic, whenever anyone attempts to play it, results in the instrument breaking before it can be fully played. |
|
4 |
A stray polymerization spell manages to strike you from afar. You must make the appropriate saving throw or else be transformed into a beast of CR1/2 or less. |
14 |
Some mysterious force blasts you backward. You must make a Constitution saving throw, being pushed 20 ft. backward on a failure or half as much on a success. You can choose to fail this roll. |
|
5 |
Whatever tool or weapon was involved in the roll breaks. If there was no tool or weapon, there is no effect. |
15 |
A motherly figure, either your own or someone else’s, appears and berates you before storming off in disgust. You take 1d4 psychic damage. |
|
6 |
A sudden storm appears directly above you, drenching you, and only you, in a torrential downpour until the start of your next turn. |
16 |
A chest full of gold coins drops from the sky, tumbles off a wagon, or is otherwise revealed to you. Unfortunately, the coins are all fake and worthless. |
|
7 |
The roof or some other nearby structure collapses onto you. You must make a Strength saving throw or take 2d6 bludgeoning damage and be knocked prone. |
17 |
The ground beneath you cracks and crumbles slightly, creating a 5ft. radius of difficult terrain around your space. |
|
8 |
Llama stampede. |
18 |
Marbles or some other loose stone-like objects cover the floor around you, causing you to slip and be knocked prone. Miraculously, these do not seem to affect anyone else, and disappear. |
|
9 |
You get mistaken for someone else and, despite your numerous attempts, you are unable to convince them that you aren’t who they think you are, until you accidentally do something that the person would never do. |
19 |
Gravity decides to take a brief brake around you. A 5 ft. radius around you becomes affected by the Reverse Gravity spell until the start of your next turn. |
|
10 |
A rift in space and time appears underneath you, swapping you and a random person until the start of your next turn. If in combat, the person just cowers and screams, otherwise their confusion dictates their actions. You, however, are thrown into a bizarre circumstance, such as stand-up comedy, and forced to fill the person’s place for up to 6 seconds. |
20 |
A time traveler appears to warn you of some impending danger, only to be killed before they can tell you what. |
Backup Luck
Starting at 3rd level, you are able to influence your luck, negatively, in order to influence your luck later, positively.
After you roll a d20 as part of an ability check, saving throw, or attack roll, you can choose to replace the number rolled with a 1, resulting in a Critical Failure.
You then store whatever number you rolled initially, you can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with the stored roll. You can choose to do so after the roll but it must be before you know whether the roll succeeds or fails.
You can only have one roll stored at a time. You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses at the end of a long rest.
Prepared for the Worst
Starting at 9th level, through your own inginuity and quick thinking, or perhaps some kind of unearthly intervention, you are able to avoid the greatest effects of your bad luck.
You can choose to ignore a Critical Failure, allowing you to add modifiers as normal.
You can do so once, regaining the ability to do so at the end of a long rest.
Aura of Misfortune
Starting at 13th level, you've become so accustomed to your bad luck that you have gained the foresight to occasionally have someone else take your misfortune in your place.
When you are subjected to a Critical Failure, you can use your reaction to have another cretaure within 20 feet of you to suffer the effects of the Critical Failure. You can choose to do so after you roll on the Critical Failure table.
You can use this reaction a number of times equal to your Dexterity modifier (minimum of 1), regaining all expended uses at the end of a long rest.
Butterfly Effect
Starting at 17th level, you can cause an incredible event to occur through completely credible means, both lucky and unlucky.
Once per day, as an action, you can describe an event you want to occur, and roll percentile dice. If you roll a number equal to your rogue level or lower, the event occurs as you had hoped, or near enough. The DM chooses the exact effects of the event, including any damage or conditions that may be applied. If the roll fails, you instead receive the effect of a Critical Failure.
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